2D clip area to shape - java

I'm quite new to graphics in java and I'm trying to create a shape that clips to the bottom of another shape. Here is an example of what I'm trying to achieve:
Where the white line at the base of the shape is the sort of clipped within the round edges.
The current way I am doing this is like so:
g2.setColor(gray);
Shape shape = getShape(); //round rectangle
g2.fill(shape);
Rectangle rect = new Rectangle(shape.getBounds().x, shape.getBounds().y, width, height - 3);
Area area = new Area(shape);
area.subtract(new Area(rect));
g2.setColor(white);
g2.fill(area);
I'm still experimenting with the clip methods but I can't seem to get it right. Is this current method ok (performance wise, since the component repaints quite often) or is there a more efficient way?

I think your original idea about using the clip methods was the right way to do it. This works for me:
static void drawShapes(Graphics2D g, int width, int height,
Shape clipShape) {
g.setPaint(Color.BLACK);
g.fillRect(0, 0, width, height);
g.clip(clipShape);
int centerX = width / 2;
g.setPaint(new GradientPaint(
centerX, 0, Color.WHITE,
centerX, height, new Color(255, 204, 0)));
g.fillRect(0, 0, width, height);
g.setPaint(Color.WHITE);
int whiteRectHeight = height * 4 / 5;
g.fillRect(0, whiteRectHeight,
width, height - whiteRectHeight);
}

Is this current method ok (performance wise, since the component repaints quite often) ..
Subtracting shapes is how I'd go about it. The objects could be a few instances or (possibly) a single instance that is transformed as needed.
A text demo., using scaling & fading.
Here's one with simple lines (..and dots, ..and it is animated).
Of course, if the image is purely additive, use a BufferedImage as the canvas & display it in a JLabel/ImageIcon combo. As in both of those examples.

Related

Why Do Graphics Get Smaller Using Affine Transform in Java

I'm pretty new to Affine Transformations and am finding a few things quite frustrating..
I've been working on a personal project that draws a laser (think Star Wars) on the screen. I use the RadialGradientPaint class to draw the glow for the laser, and then use scale and rotate Affine Transformations to change the oval's shape and turn the laser in a specific direction.
When I try to rotate the graphic (without the scale), it appears to shrink it, and I'm not sure why this is. I've tried looking this up to no avail. Perhaps I misinterpreted the Java Doc on this class. Why is this?
I'm also curious as to how I can get the transformed object to move to the same location as an un-transformed graphic. Both graphics move to different places even with the same coordinates. I know this might be due to an Affine Transformation shifting the whole graph, and that I might have to translate the transformed graphic to get it to the same exact place as the un-transformed graphic, but I'm not sure how to approach this.
Here is the portion of my code that draws the laser:
public void render(Graphics g) {
// If the graphic is visible on the frame, draw it
if(onScreen()) {
Graphics2D g2d = (Graphics2D) g;
// Preserves the original presets of the program's graphics
AffineTransform ogTransform = g2d.getTransform();
Shape ogClip = g2d.getClip();
Point2D center = new Point2D.Float(x, y);
float[] dist = {0.3f, 0.9f};
Color[] colors = {new Color(1.0f, 1.0f, 1.0f, 0.9f), new Color(0.0f, 1.0f, 0.0f, 0.1f)};
g2d.setPaint(new RadialGradientPaint(center, radius, dist, colors));
AffineTransform scaleTransform = AffineTransform.getScaleInstance(scaleX, scaleY);
AffineTransform rotationTransform = AffineTransform.getRotateInstance(angle, x + width/2f, y + height/2f);
// Transforms the shape to look more like a laser
rotationTransform.concatenate(scaleTransform);
g2d.setTransform(rotationTransform);
// Draws a "cut-out" of the rectangle
g2d.setClip(new Ellipse2D.Double(x - radius, y - radius, radius * 2, radius * 2));
g2d.fillRect(x - radius, y - radius, radius * 2, radius * 2);
// Default transformation and clip are set
g2d.setTransform(ogTransform);
g2d.setClip(ogClip);
// Outlines where the transformed graphic should be
g.setColor(Color.orange);
g.drawRect(x - 10, y - 10, 20, 20);
}
}
Any help is appreciated!

Java drawing rectangle upside down with varying heigth

I'm trying to create a bar chart with g.fillRect(x, y, width, height). However, when I set the height negative so it should draw upwards, it doesn't draw the rectangle.
g.fillRect(x, y, 100, -h);
The value of int h is described in a sinus function and I want it to move accordingly however I get this weird output that it only draws the top- and the bottom-most pixels.
Use
g.fillRect(x, y - h, 100, h);
instead.

Drawing a circle on a bufferedImage in Java

I want to draw a circle on a buffered image that act like a png
i want to use this circle in order to replace the mouse cursor for a paint application i am working on.
i cant download a circle png from google as i need to keep changing the size of this circle depending on the width of the tool i am using it for.
here is my attempt so far
public static BufferedImage getCircle() {
BufferedImage bufferedImage = new BufferedImage(30, 30, BufferedImage.TYPE_INT_RGB);
Color transparent = new Color(0x00FFFFFF, true);
Graphics2D g = (Graphics2D) bufferedImage.getGraphics();
//trying to make the bufferedImage transparent
g.setComposite(AlphaComposite.Src);
g.setColor(transparent);
g.setBackground(transparent);
g.fillRect(0, 0, bufferedImage.getWidth(), bufferedImage.getHeight());
//drawing the circle
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g.setColor(Color.black);
g.drawOval(0, 0, 200, 200);
return bufferedImage;
}
it should look like:
However my code currently only creates a white square.
Your code has two problems (as already shown in the comments). The first is that you draw a circle with a radius of 200px into an image of dimensions 30px. If you closely look you can barely see a black pixel in the lower right corner.
Fix it by adjusting your dimensions such that it fits inside, for example like:
BufferedImage bufferedImage = new BufferedImage(60, 60, BufferedImage.TYPE_INT_RGB);
...
g.drawOval(5, 5, 50, 50);
Next is that you want to achieve a transparent background. To do so you need to set the type of the image to a color model which supports transparency, like ARGB (A = Alpha = transparency) instead of RGB:
BufferedImage bufferedImage = new BufferedImage(60, 60, BufferedImage.TYPE_INT_ARGB);
Last you probably want to increase the thickness of your border to achieve the image you showed. You do so by using g.setStroke(...):
g.setColor(Color.BLACK);
g.setStroke(new BasicStroke(5));
g.drawOval(5, 5, 50, 50);
With this setting you achieve the following result (with transparency):
Play with the values to adjust the circle to your exact needs.

How to get a region of rotated Actor in libgdx

In a small game I am developing using libgdx, I have spears as game objects.
I implemented them using Scene2D, as a subclass of Actor. The spears can be rotated by multitudes of 90° . I want to have just the "speartip" part of my image as a part that "hurts" the Player, the shaft shall be harmless. So when I construct my Spear object, I also construct 2 rectangles that cover the tip and the shaft of the spear. But when my actor gets rotated using setRotation() , the rectangles obviously don't, cause they aren't "attached" to the spear object.
Do you have some suggestions on how to handle this kind of stuff? Code below.
public TrapEntity(Texture texture, float pos_x, float pos_y, float width, float height, Vector2 center,
float rotation, Rectangle hurtZone, Rectangle specialZone) {
super(texture, pos_x, pos_y, width, height, center, rotation);
this.hurtZone = new Rectangle(hurtZone.getX(), hurtZone.getY(), hurtZone.getWidth(), hurtZone.getHeight());
this.specialZone = new Rectangle(specialZone.getX(), specialZone.getY(), specialZone.getWidth(), specialZone.getHeight());
}
And the render method in the same class. I use it to render the bounds of the "hurtZone" rectangle:
#Override
public void draw(Batch batch, float alpha){
super.draw(batch, alpha);
batch.end();
sr.setProjectionMatrix(batch.getProjectionMatrix());
sr.setTransformMatrix(batch.getTransformMatrix());
sr.begin(ShapeRenderer.ShapeType.Line);
sr.setColor(Color.RED);
sr.rect(hurtZone.getX(), hurtZone.getY(), hurtZone.getWidth(), hurtZone.getHeight());
sr.end();
batch.begin();
}
Rectangles can't be rotated, I had to do a similar thing and struggled with finding a solution. The best solution I have found yet is to use a Polygon. You would do something like this;
//Polygon for a rect is set by vertices in this order
Polygon polygon = new Polygon(new float[]{0, 0, width, 0, width, height, 0, height});
//properties to update each frame
polygon.setPosition(item.getX(), item.getY());
polygon.setOrigin(item.getOriginX(), item.getOriginY());
polygon.setRotation(item.getRotation());
Then, to check if a point is within the rotated Polygon use;
polygon.contains(x, y);

Drawing a dot grid

I'm new to graphics programming. I'm trying to create a program that allows you to draw directed graphs. For a start I have managed to draw a set of rectangles (representing the nodes) and have made pan and zoom capabilities by overriding the paint method in Java.
This all seems to work reasonably well while there aren't too many nodes. My problem is when it comes to trying to draw a dot grid. I used a simple bit of test code at first that overlayed a dot grid using two nested for loops:
int iPanX = (int) panX;
int iPanY = (int) panY;
int a = this.figure.getWidth() - iPanX;
int b = this.figure.getHeight() - (int) iPanY;
for (int i = -iPanX; i < a; i += 10) {
for (int j = -iPanY; j < b; j += 10) {
g.drawLine(i, j, i, j);
}
}
This allows me to pan the grid but not zoom. However, the performance when panning is terrible! I've done a lot of searching but I feel that I must be missing something obvious because I can't find anything on the subject.
Any help or pointers would be greatly appreciated.
--Stephen
Use a BufferedImage for the dot grid. Initialize it once and later only paint the image instead of drawing the grid over and over.
private init(){
BufferedImage image = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
Graphics g = image.getGraphics();
// then draw your grid into g
}
public void paint(Graphics g) {
g.drawImage(image, 0, 0, null);
// then draw the graphs
}
And zooming is easily achieved using this:
g.drawImage(image, 0, 0, null); // so you paint the grid at a 1:1 resolution
Graphics2D g2 = (Graphics2D) g;
g2.scale(zoom, zoom);
// then draw the rest into g2 instead of g
Drawing into the zoomed Graphics will lead to proportionally larger line width, etc.
I think re-drawing all your dots every time the mouse moves is going to give you performance problems. Perhaps you should look into taking a snapshot of the view as a bitmap and panning that around, redrawing the view 'properly' when the user releases the mouse button?

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